attribute vec3 VertPosition;
attribute vec3 VertNorm;
uniform mat4 WVPMatrix;
uniform mat4 WMatrix;
varying vec3 VertPositionW;
varying vec3 VertNormW;
void main()
{
	vec4 VertPositionL = vec4(VertPosition, 1.0);
	vec4 VertNormL = vec4(VertNorm, 0.0);
	gl_Position = WVPMatrix * VertPositionL;
	
	//Calculate World Vertex Position
	vec4 v4VertPositionW = WMatrix * VertPositionL;
	VertPositionW = vec3(v4VertPositionW.x, v4VertPositionW.y, v4VertPositionW.z);
	
	//Calculate World Normal Vector
	vec4 v4VertNormW = WMatrix * VertNormL;
	VertNormW = vec3(v4VertNormW.x, v4VertNormW.y, v4VertNormW.z);
}